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April 22nd, 2009, 08:57 AM
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Corporal
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Join Date: Feb 2009
Posts: 189
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Thanked 2 Times in 2 Posts
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Magic path increase
Is having at least level 1 in a given path a pre-requisite to benefit from a magic item path boost?
In other words, if my mage has no earth path at all, will an earth path booster magic item (1 level boost) give him level 1 in Earth magic or not?
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April 22nd, 2009, 09:10 AM
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Second Lieutenant
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Join Date: Nov 2003
Location: Romford, England
Posts: 445
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Thanked 13 Times in 9 Posts
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Re: Magic path increase
Yes. You need at least one Earth in order to get the boost.
So E1 Mage + Blood Stone = E2
E0 Commander + Blood Stone = Still E0
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April 22nd, 2009, 09:10 AM
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BANNED USER
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Join Date: Mar 2009
Location: Seattle
Posts: 868
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Thanked 42 Times in 33 Posts
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Re: Magic path increase
your correct. it is a pre-requisite
lol ninja'd
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April 22nd, 2009, 10:40 AM
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Corporal
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Join Date: Feb 2009
Posts: 189
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Re: Magic path increase
Bugger! Ive wasted a good number of gems then... so the only way to increase from level 0 to 1 is by empowerment then?
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April 22nd, 2009, 10:46 AM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
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Thanked 43 Times in 34 Posts
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Re: Magic path increase
Yeah, or with a specific use of the Wish spell that increases all paths by one (Magical Power).
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April 22nd, 2009, 03:04 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Magic path increase
Acquiring new magic paths is meant to be very hard.
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April 23rd, 2009, 06:04 AM
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Private
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Join Date: May 2008
Posts: 34
Thanks: 10
Thanked 0 Times in 0 Posts
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Re: Magic path increase
Err... Except for Forge of the Ancient ?
Seems to me it's the only case where you gain +1 in everything, even if you're at 0...
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April 23rd, 2009, 06:35 AM
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Sergeant
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Join Date: Jul 2008
Posts: 290
Thanks: 3
Thanked 21 Times in 10 Posts
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Re: Magic path increase
But you still won't.
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April 23rd, 2009, 02:40 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Magic path increase
Quote:
Originally Posted by Thierry
Err... Except for Forge of the Ancient ?
Seems to me it's the only case where you gain +1 in everything, even if you're at 0...
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I'm told that Forge of the Ancients used to work this way, back in Dom2. In Dom3 it never reduces path requirements below 1, so an F1 mage with FotA up can't forge an F1D1 item Skull of Fire.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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April 23rd, 2009, 03:49 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Magic path increase
Quote:
Originally Posted by MaxWilson
I'm told that Forge of the Ancients used to work this way, back in Dom2. In Dom3 it never reduces path requirements below 1, so an F1 mage with FotA up can't forge an F1D1 item Skull of Fire.
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Or an S1 mage. Just imagine that: all your S1 or N1 or whatever researchers can now forge Skulls of Fire, Bottles of Living Water, Fever Fetishes, Fire Brands, Rainbow Armors...
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